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Material set allows for switching the list of materials being used on a mesh dynamically at any given moment. It also allows for lengthening or shortening the list in real time, which can be used to material stack (things to avoid).
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
ActiveSetIndex
|
Int | The index into the Sets list of the materials to apply to the target renderer. |
Target
|
direct DriveRef`1<SyncAssetList`1<Material>> | The list of materials in a renderer to swap out. |
Sets
|
list of SyncAssetList`1<Material> | The list of lists of materials in a renderer to swap out. |
Usage
Attach this component to the same slot as a Mesh Renderer or a Skinned Mesh Renderer and hit the Setup From Mesh Renderer()
sync delegate to attach it to the material list. Next add a list (SyncAssetList`1<Material>) of each material list to Sets
you want to switch between. Lastly use ActiveSetIndex
to switch between each list in Sets
for Target
.
Examples
Can be used to switch a material set on an avatar to make them change material types (toon to pbs metallic) or from active camo to not active camo, etc.